[WIP][Weapon] M2 Carl Gustav 84mm RR

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anantdeathhawk
Posts: 641
Joined: 2015-11-12 21:11

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Post by anantdeathhawk »

So should i post the edged frames from a pre-UVW of the rounds file or post-UV of the rounds?

.. and is it possible to reset the UVWs once applied?
so as to restart work on them,like it was never stitched and arranged in a certain manner on the sheet,because i changed some things on the firing model which seemed bad in the rendered images after i have had applied and was done with the UV for the rounds.

Okay i'll try the cylinderical unwrap,once you give an okay on the rounds and the model too.

Thanks.
Rhino
Retired PR Developer
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Joined: 2005-12-13 20:00

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Post by Rhino »

post UV as you can always redo UVs after starting them.
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anantdeathhawk
Posts: 641
Joined: 2015-11-12 21:11

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Post by anantdeathhawk »

Is this a Problem?!
After doing the multi unwrap, it created copies of the original models which i was trying to unwrap, increasing the tris count drastically to 17k.Is this normal?
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This is the progress i was doing on the UVW mapping, could this be reset?
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So basically i edited/modified the multi_unwrap model set,because i didn't know, that it had made a copy of the original models.

Edged frames:
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This is done to correct the defects in the rendered images.
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The cocking handle/charging handle.
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Scope mount and backup boresight sight mount .
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Slots for Charging handle and trigger.
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P3D link:
https://p3d.in/GDUXq
Rhino
Retired PR Developer
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Joined: 2005-12-13 20:00

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Post by Rhino »

Don't have time to give you full feedback right now but there is quite a lot of optimisation and improvements you can make to the model, will just outline the main stuff for now but hoping others might chip in to help out with tips :)

First of all, what is the true tri count of this weapon, without any rounds?

Next the small tube thing on the left, underside of this weapon has too many sides for its size, and lots of parts of the model have extra edges round the cylinders they don't need all the way around them, removing them would save a lot of tris. The rounds also could use a lot of optimization.

In all you want to look at optimising this model quite a bit then you can spend the extra tris you've saved on the bits that need it the most, like that locking thing on the back, the main part of it looks pretty blocky and could do with more sides.

Finally for now, the barrel is incredibly thin right now. From what I can tell by the refs, it should be much thicker but more importantly than the refs, it needs to be a lot thicker than it is now (even if it means making it thicker than it is in r/l) otherwise your going to have serious zfighting issues with the round flickering through the walls of the barrel while loaded in the back.
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Our RPG-7 for example has a much thicker wall than in r/l, also note how in this case, the inside has fewer sides than the outside, but this is something only really to consider for the 3rd person model, not 1st person, especially with a thin wall:
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This mind you is our 3rd person model which needs to be thicker than the 1st person model since the zfighting is far worse the further you get away from an object so your 1st person can have a pretty thin wall and for 3rd person for your model, ideally you want to have it thicker too but could look into also making only the front and rear of the rounds visible but would mean you wouldn't have them in the reloading animation, but tbh, that might be worth it since having rounds disappear after being fired etc is a massive hassle and has draw backs like not being able to do proper LODs etc.
Last edited by Rhino on 2016-10-23 21:21, edited 1 time in total.
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sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Post by sweedensniiperr »

Man modeling sounds like it sucks
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Gerfand
Posts: 329
Joined: 2015-11-02 15:24

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Post by Gerfand »

Can't wait for using this on The battlefield, looks very cool
sweedensniiperr wrote:Man modeling sounds like it sucks
But, when you do a good work every one get proud of you
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Post by Rabbit »

Black people "{od-s] pples"
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AfSoccer "I just don't see the natural talent."
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anantdeathhawk
Posts: 641
Joined: 2015-11-12 21:11

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Post by anantdeathhawk »

@[R-DEV]Rhino:
The main tube and exhaust tube tris count.
The main tube is 3327 and the exhaust tube is 1072. Total tris count of the launcher is 4399.Also i deleted those UVW unwraps of the rounds and the launcher(although they are in an another file).
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and did you mean this part as blocky?(in orange colour)
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Small tube like thing ?
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or this?
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and what you said about the rounds,front and rear, i didn't understand.

@sweedensniiperr: It's fun.Be the change you want to see.
@Gerfand: I can't wait either.
@Rabbit: ??
Last edited by anantdeathhawk on 2016-10-24 11:36, edited 1 time in total.
Rhino
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Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Post by Rhino »

anantdeathhawk wrote:@[R-DEV]Rhino:
The main tube and exhaust tube tris count.
The main tube is 3327 and the exhaust tube is 1072. Total tris count of the launcher is 4399.Also i deleted those UVW unwraps of the rounds and the launcher(although they are in an another file).
Nice, you can add quite a bit more detail then for the 1st person model, can go upto 10k tris without issue but for this weapon would say would be good at 6k or 8k but 5k is fine too.

TBH even thou it will mean quite a bit of rework, I would be very tempted to redo the main tube/barrel with more sides, as that is the biggest and main part of the weapon and the rounder it is, the better the whole thing will look :)
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I've also highlighted in yellow some of the loops you don't need and in green, that sphere you can make into a geo-sphere which will much better distribute the tris (left normal sphere like you have, right geo-sphere)
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anantdeathhawk wrote:and did you mean this part as blocky?(in orange colour)
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Ye, should have more sides than the main tube since its larger, and would be tempted to redo it with the main tube having more sides :)
anantdeathhawk wrote:Small tube like thing ?
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or this?
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and what you said about the rounds,front and rear, i didn't understand.
Sorry I meant the bottom right of the weapon, this part here, especially since for the 1st person model, it's not going to be seen other than for possibly a short while during the reload animations at most, it dosen't need to be that detailed, although saying that, if your making the main tube rounder and do the other optimisations you need you could leave it around about what it is but ye, if you need to save some tris, here would be a good spot, after the main optimisations have been done :)

As for the other things you showed, the 2nd pic showing that screw bit could have fewer sides for the inner screw bit, not the end nob thou. Same thing what I mean about the shell optimisation too :)
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anantdeathhawk
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Joined: 2015-11-12 21:11

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Post by anantdeathhawk »

1st picture is not working, and thanks for the explanation, i'll post the changes tomorrow. :-)
Rhino
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Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Post by Rhino »

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anantdeathhawk
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Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Post by anantdeathhawk »

Update: (Changes)
Not all changes have been made yet.Locking mechanism,shells and small bits/screws need work,will be done by tomorrow.
Changes made yet, are:
1.Launcher tube has been made more rounder, going from 32 sides to 64 sides!,the inner curved surface of the tubes is still with 32 sides,although i know what you said about 1p & 3p models.
2.Removed unnecessary extra edges round the tube.
3.Incresed hollow tubes thickness, both on the main tube and exhaust part.
4.Handle knobs are now geospheres.
Screens:
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Rhino
Retired PR Developer
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Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Post by Rhino »

looking good! Also I think the inner barrel having 32 sides still looks good, even for 1p. Only time it will be seen is during the reload animation :)
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anantdeathhawk
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Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Post by anantdeathhawk »

Update: (changes)
Made locking mechanism more curved,and added a screw on the left side and one more detail of the mechanism.
Also reduced the diameters of all the rounds and shell casing,and optimized them too.Now they have half the number of sides on their curved surfaces than before.

Screens:
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Video:
Rhino
Retired PR Developer
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Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Post by Rhino »

Nice work, although I would give the rounds 32 sides for the 1st person model too so they fit well into the tube and so they look rounded :)

3rd person they can be much, much lower :)
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anantdeathhawk
Posts: 641
Joined: 2015-11-12 21:11

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Post by anantdeathhawk »

Update: (Changes)
Made the rounds more rounder, as previously they were with 24 sides, so now doubled it to 48,couldn't do 32,however they fit quite well.

Screens:
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anantdeathhawk
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Joined: 2015-11-12 21:11

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Post by anantdeathhawk »

Is this ready for UV?
anantdeathhawk
Posts: 641
Joined: 2015-11-12 21:11

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Post by anantdeathhawk »

Update (New rounds and shell casing with 32 sides on the outer curved surface)

The changes include identical rounds for smoke and illumination.
source:
For illuminating round. Ordnance Factory Board

For smoke round.(tell me if you want the illuminating to be like in the link above or in the link below.
https://www.soldf.com/grg.html

Screens:

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anantdeathhawk
Posts: 641
Joined: 2015-11-12 21:11

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Post by anantdeathhawk »

Are they ready for the UV?
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